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Mad_Nordmann

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  1. Maybe I've been very lucky with my launcher-wielding soldier's aim, but she's never missed a shot using the launcher. Even when the chance to hit is 0% and the soldier is halfway across the map the rocket always hits, as long as there are no buildings in between the shooter and the target. Maybe the xenonauts have access to an anti-personnel version of the javelin? I tried a search and didn't see this problem reported before, but if it has then please disregard. Edit: I've seen a miss now, first one in quite a while. I've also seen a 423433280% chance of hitting. She didn't miss that shot
  2. If you select the speed of an F-17 using the speed bar before using the afterburner, the F-17 will slow to 300kph when you deselect afterburner. If you don't use the speed bar to assign speed first it works fine. I haven't tested this with any other aircraft so it's possible this happens to every fighter.
  3. Ah, thanks Gorlom, I realize that. Are the humans assuming that the ship from the Iceland incident are the largest ships the aliens are bringing? And thusly classifying it as huge/large, and everything else based on that?
  4. Ok, then it probably is a bug. I've made a new thread in the bug reports section regarding the fighter size.
  5. This is filtered out of a post I made in suggestions. When a fighter is flying solo mission it reads as a medium size UFO when detected but when acting as an escort it is listed as small. Is this intentional or a typo/bug?
  6. I've had fighters swarming all over the world, all by themselves. It got so bad I ignored all medium ships for weeks as the fighters either got destroyed or crashed into sea, no matter where how far from the sea they were (reported as a bug). First time I encountered the corvette was when I saw a medium UFO with escorts and got curious as to why the fighters had scout escorts.. And realized it was a corvette with fighter escort. That's also when I started wondering why fighters are both classed as medium and small.
  7. I think you misunderstood what I meant. A fighter by itself is described as medium size. A corvette by itself is described as medium size. A corvette flying with two fighters for escort is classified as: Main ship: Medium, Escorts: small, small. So when the fighter is flying alone and when the fighter is acting as escort the classification of its size is different.
  8. After having played for a while I've noticed some discrepancies in the UFO detection size. -Please note, the size (small, medium) is based on sizes as seen in the initial detection message. The comparison size is based on the size of the UFO in relation to each other in the Air Combat screen. -At first I encountered the scout, labeled small. -As it should be, the scout is a small ship. -Then I met the fighter, size medium. Ok, it's a bit larger than the scout, although not a whole lot. -Along came the larger scout, still labeled small. Almost the same size as the fighter. At what aprox. size does it jump from small to medium? -Send my interceptors out after the next medium ship; it's a corvette and it's a lot larger than the fighter! While the fighter (medium) is almost the same size as my planes the corvette (medium) could swallow my planes and still have room for desert. There is a much larger jump in size from the (medium) fighter to the (medium) corvette, than from the (small) scout to the (medium) fighter. -Then I see a medium ship with two small escorts. Intercept: It's a (medium) corvette and two (small) fighters. Why are the fighters labeled small when they are escorts and medium when they come alone? Are there two different UFOs named fighters, one small and one medium? If we can put numbers to the sizes, I can imagine them looking something along these lines (I'm at work now so I can't accurately compare the sizes): F17 - Size 1, baseline MiG32 - ~1,2 just larger than the F17 Scout - ~1,5 Just a bit larger than the MiG - Labeled small Large scout - ~1,8 A small step up from the scout - Labeled small Fighter - ~2 Another small step up - Labeled small if escort, labeled medium if alone Corvette - ~ 5? Huge step up from the fighter - Labeled medium Has anyone else thought about the jump in size from the fighter to the corvette, while still being in the medium category? Sending out a flight of MiGs to shoot down what you think is a corvette turns out to be way overkill if the ship you find is a fighter (both fitting into medium). This could all make more sense when the bigger ships appear and they turn out to be huge! But seen from the perspective of the xenonauts as they are classifying the new arrivals into their airspace, I would have put the corvette up one size class from the fighter. If I'm decoding my radar display and I see a blob maybe five times larger than the fighter, fighter being comparable in size to a large transport plane, I would caution my pilots that there is something larger out there this time. Also, if the sizes of UFOs reported by radar operators is based on the comparison between all the alien ships, from the smallest scout to the largest battleship, fitting them into predetermined categories, this would mean that the xenonauts know the sizes of all aliens ships in orbit already. Maybe we could have a comparison chart pointing out the sizes of ships fitting into each category, the same one the radar operators must have? Small being from X to Y in diameter, medium from Z to B, large from This to That and so on. That way we could easily tell what kind of ship to expect. Of course, after having played a few games you'd know anyway, but for the new player and the realism of the game it would be practical and make sense. The chart could maybe be a research project available from the start of the game. Before it's complete we just get told that there is a UFO out there? Or could the size of the reported UFO be based on the UFOs encountered before? - At first we encounter the scout and label it small as it is roughly the size of our interceptors. When the Fighter arrive we label it medium as it is a bit larger than the scout. When the corvette arrives it's labeled large, as it is a lot larger than the fighter. When the next, larger UFO arrives and is common, it takes over the classification large and the corvette and fighter are bumped down a class (to medium and small), showing that they are less of a threat than the new arrivals, and in comparison more fitting into a lower class of ship. Maybe the most confusing of it all, with the system of today, is that fighters fall into both the small and medium categories depending on their role. Come alone and it's medium, but act as an escort it's small? Is this as it was intended or is it a bug? If the size of ships fitting into the medium category can span from the fighter to the corvette, and maybe beyond, I sure don't want to meet the biggest ship in the large or huge categories! It could be just me thinking about this, and in all fairness it's a minor issue (if one at all) in an otherwise great game! Just my two cents
  9. I was transferring a MiG from one base to my Australia base when the transport was shot down by a UFO. I was then unable to purchase or transfer a new plane to the Australia base. Maybe the game still thought my MiG was enroute. I was unable to wait a day or two to see if the hangar space opened up as the game crashed shortly after.
  10. When the dropship has landed and the rear exit ramp is pointing towards the top-right corner (not towards the power plant) I found four squares you can't order your troops to move to. The squares are paired up and next to the dropship on either side. One pair is of the right hand side of the vehicle and the other pair is off the left hand side. Right hand side of dropship: http://dl.dropbox.com/u/11098933/Unable%20to%20move%20to%20square%201.png Here the cursor is highlighting one of the squares, the other square is the one with the drain on it. Left hand side of dropship: http://dl.dropbox.com/u/11098933/Unable%20to%20move%20to%20square%202.png Again, the cursor is highlighting one of the squares. The other square is one closer to the dropship, next to the green square. Don't know if this has been mentioned before. If so, please disregard.
  11. Ok, thanks for the clarification. It was getting rather annoying. And sorry for the wrong version tag, it was a typo.
  12. No matter how far inland I shoot down a fighter it will always crash into sea. I've had my interceptors shoot down a fighter in the middle of a continent and still get a crash into sea. It is rather annoying as the scouts don't drop anything to reasearch and I can't get access to fighters.
  13. Two small things in ground combat that I noticed: 1: Soldier sticking through doors. In case the image is to small to properly see what's going on, my soldier is halfway through a closed door. I can send the full size image if needed. 2: Part of UFO floating in mid-air. This may not be a bug but a result of how the UFO is built. My vehicle shot at an alien and happened to hit a part of the rear of the wing, which was destroyed. This caused the rear of the wing to float in mid-air, visible just in front of the wheel of the vehicle. Also, the shadow of the destroyed section remains. As I said, this may not be a bug. If so, please disregard
  14. Hi there! I discovered a bug with the manufacturing of MiGs. After having researched the MiG and getting a spare hangar I set my workshop to work building my first MiG. When the MiG was built I got the pop-up stating this and my plane was in the hangar. All good. Now, without leaving the base screen I relocated said MiG to another base and went into the workshop to order a new one built. The old order was listed as 1/1 items built and was in red. I increased the build order to 2 and went back to the geoscape. I now got the same message as before, stating that my MiG was complete. Going back into my base I find that I have a new MiG sitting in the hangar! I waited for my MiGs to be relocated and tried the same procedure again from scratch, with same result. So, here is my recipe for instant (and probably free, I didn't check the money) MiGs! 1: Have a spare hangar. 2: Order a MiG. 3: When the MiG is done, immediately transfer the MiG to another base. 4: Without leaving the base screen go into manufacturing and add new MiG to existing order. 5: Go to geoscape. You should get a message saying that manufacturing of a new MiG is complete. 6: Go back into base and you have a new MiG waiting for orders. Edit: It will show up in your aircraft tab, but not in your hangar before the transfered aircraft arrives at it's new base. 7: Repeat steps 4-6 until all your hangars in your bases are full, or until you have a big enough squadron. Edit: After further testing it seems that the completed build order stays open, but red indefinitely. I was able to order a new plane and have it built in an instant severeal weeks after my first MiG was finished. Also, I discovered that no matter how far along in the construction process you are, if you decrease the number of items to be manufactured to 0 and back to 1 (or more) all progress towards the initial build is discarded. Probably not a bug, but annoying none the less!
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